VML Current Projects

Biometric indices of Emotional Reactivity during Video Game Play

Video games have continued to grow in popularity and in addition technological advancement can now generate a simulation of an alternate world that is believable as real by the user. In particular many newer video games are increasingly complex and provide a wide range of activities, goals, and behaviors. Due to the complexity, the required skill, resultant satisfaction, and the perceived benefit of video games, both youth and adults may spend a considerable amount of their leisure time to become proficient. Both the benefits (self-efficacy, learning, control, decision-making skills) and the pitfalls of the participation in video game (violent tendencies, increases in aggression, lower achievement and lower productivity) have been recently examined (Kirsch, 2006). While it is still unclear whether the benefits outweigh the negatives, it is clear that users are many times highly motivated to play these games. However, to date there is a lack of empirical studies which examine psychophysiological and psychology motivation to play high level video games. The purpose of this line of research is to examine motivational factors that influence video game play within the self-determination theory framework. Utilizing electroencephalogram (EEG), heart rate variability, a set of paper and pencil measures as well as performance we will examine game enjoyment, role of aggression, level of presence or sense of immersion, intuitive control, and competence as potential mediating factors which may influence the intrinsic and extrinsic motivation to play video games.

The primary purpose of the study is to examine the relationships between stress, health behaviors and appointment compliance in breast cancer survivors. The secondary purpose is to compare differences in these relationships between survivors who are on- and off-radiation treatment.

The Department of Kinesiology is a member of the American Kinesiology Association.